1 |
Another thing that I want to point out is the potential for this map of making commanders important depending on the situation. Maybe add a base in an area where dead commanders respawn each time they die? Removing one level each time they die will make players pay attention to what modules they use and what they attack.
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1 |
Another thing that I want to point out is the potential for this map of making commanders important depending on the situation. Maybe add a base in an area where dead commanders respawn each time they die? Removing one level each time they die will make players pay attention to what modules they use and what they attack.
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2 |
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2 |
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3 |
If
you
manage
to
implement
this
for
commanders
it
will
eventually
show
us
what
are
the
current
problems
for
commanders.
As
of
now,
the
recon
commander
is
the
most
used
because
it
has
the
jump
ability.
I
am
expecting
that
when
the
to
respawn
system
will
work
commanders
will
showcase
the
following
issues:
|
3 |
If
you
manage
to
implement
this
for
commanders
it
will
eventually
show
us
what
are
the
current
problems
for
commanders.
As
of
now,
the
recon
commander
is
the
most
used
because
it
has
the
jump
ability.
I
am
expecting
that
when
the
respawn
system
will
work
commanders
will
showcase
the
following
issues:
|
4 |
1. Engineer commander no longer effective because of movement speed
|
4 |
1. Engineer commander no longer effective because of movement speed
|
5 |
2. Strike commander to OP if it has cloak and d-gun
|
5 |
2. Strike commander to OP if it has cloak and d-gun
|
6 |
3. Guardian commander no longer used since the Engineer/Strike/Recon commander are the better option.
|
6 |
3. Guardian commander no longer used since the Engineer/Strike/Recon commander are the better option.
|
7 |
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7 |
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8 |
I have always proposed that modules for commanders should be modified and even introduce specific modules in some cases.
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8 |
I have always proposed that modules for commanders should be modified and even introduce specific modules in some cases.
|
9 |
New modules that I suggest:
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9 |
New modules that I suggest:
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10 |
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10 |
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11 |
1. Decloaking wave
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11 |
1. Decloaking wave
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12 |
-It can be implemented by giving commanders the ability to do damage the similar way outlaws do. We just reduce the damage to be extremely low and it will act as a decloaking system. I also suggest making these modules upgradable so the range will increase according to your investment.
|
12 |
-It can be implemented by giving commanders the ability to do damage the similar way outlaws do. We just reduce the damage to be extremely low and it will act as a decloaking system. I also suggest making these modules upgradable so the range will increase according to your investment.
|
13 |
It will also remove the Strikes' commander OP status if introduced.
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13 |
It will also remove the Strikes' commander OP status if introduced.
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14 |
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14 |
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15 |
2. Emp Wave
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15 |
2. Emp Wave
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16 |
-Works similar to a decloaking wave with the exception that it gives EMP dmg instead of standard dmg (you can call this module like an outlaw with emp)
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16 |
-Works similar to a decloaking wave with the exception that it gives EMP dmg instead of standard dmg (you can call this module like an outlaw with emp)
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17 |
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17 |
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18 |
These are just some examples of modules that can make some commanders more worthy in this game. I will propose more modules in a new thread if eventually, commanders will get more attention on this map.
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18 |
These are just some examples of modules that can make some commanders more worthy in this game. I will propose more modules in a new thread if eventually, commanders will get more attention on this map.
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19 |
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19 |
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20 |
Last but not least thank you @PetTurtle for making this small game mode, you are the best!
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20 |
Last but not least thank you @PetTurtle for making this small game mode, you are the best!
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